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Messages - Goombert

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Announcements / wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 03, 2013, 10:40:16 PM »

This is our new cross platform IDE written in C++ using wxWidgets for the GUI and Code::Blocks for the project management. I am the lead developer for it and we will soon be allowing contributions to the repo.

General ENIGMA / Re: The World of Box2D Physics
« on: February 25, 2013, 04:12:16 AM »
I am pretty sure Box2D does maintain a static lib because that is how GM:S redistributes it.

General ENIGMA / Re: The World of Box2D Physics
« on: February 24, 2013, 05:45:22 PM »
@eejin It will be much more dynamic and provide much better functionality than GM does, eg. static bodies, dynamically changing shapes, multiple bodies per fixture, edge shapes, mouse joints, etc. As far as performance I can guarantee it will be much faster than GM because it is actually compiled and will use Box2D's overlapping test system for integrating collision checking instead of patching it together with bounding box or precise collision checking systems. As josh said we are not going to be duct taping this to ENIGMA like they did with Studio.

@ExDeus that depends on your interpretation of softbody but yes Box2D does allow a sort of emulation of softbodies using Joints and triangle strips...

@Josh of course I didn't make a Windows patch A) you didn't tell me to or explain how to either B) im not on windows

General ENIGMA / The World of Box2D Physics
« on: February 24, 2013, 10:44:41 AM »

We have a Box physics engine in the works you guys, I'll finish it up when I have more time  (Y)

General ENIGMA / Re: Raspberry Pi
« on: February 12, 2013, 11:17:55 AM »
Yes exactly what daz, said you can find that old news post here
This is also why I do not expect much to ever change with their IDE as Mike Dailly has shot down requests for things like ribbon toolbars several times. I do not see them caring about Linux much either, no Linux people want their $500 software that comes with loads of proprietary agreements just to install it from all the copyright formats and stuff their using now. Their concern right now is the Xbox360 as Microsoft developers are helping them port it for the Game Marketplace. Edit: And windows store...

General ENIGMA / Raspberry Pi
« on: February 08, 2013, 05:01:40 AM »
In case anyone doesn't know, the Raspberry Pi is a project to create a simple and inexpensive gaming platform for the price of only $100 with the ability to do Quake graphics, and all that hardware accelleration and what not it has.

Anyway, allot of people over the GMC seem to like the idea of having Game Maker available for it, however YYG is completely ignoring the advent of this platform. I was wondering what the community here thinks about porting ENIGMA to Pi? I am not sure what the popularity of the platform is going to grow into or whether it will be just a flop. But nonetheless id like to know what everyone thinks of it.

Proposals / Path Branching API
« on: January 23, 2013, 12:17:06 PM »
The standard path system used in Game Maker & ENIGMA does not allow for path branching. Path branching allows for more complex path systems where when an object following the path from one node to the next, it arrives at the next node being able to branch off heading to multiple other nodes. For instance, imagine a car heading down a street, when the car arrives at the four way intersection it has the possibility of going straight, left, or right, and this is quite complicated using the path system as it currently stands.

This is a set of functions I would like to propose in order to make this possible with ENIGMA without effecting the underlying system.

Code: [Select]
path_add_branch(index of the path, path node from, path node to)
path_insert_branch(index of the path, path node from, path node to, position to insert branch at)
path_set_kind(ind, val) add a new option for value eg. 2 for branched path
path_start_branch(path, speed, endaction, absolute) same parameters as path_start except endaction determines what to do when it reaches the end of the branch
 0 stop, this would allow the programmer to determine through code what to do next
 1 random, select a random node to move to next
 2 start over, go back to the last node and follow the branch again
 3 turn around and head toward the last node (going backwards on the branch)
path_position_branch, builtin variable to get or set the position of the instance along the current branch based off of path_position 0 to 1, 0 being the first node, 1 being the second
path_positionprevious_branch, same thing except get the previous position on the branch

This is not anything final, this obviously needs improvement, and suggestions are welcome.

General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:40:40 PM »
Once I have a prototype design up and running you guys would be able to aid me in merging the parser for edl and the compiler then would you not? I would like to get started on designing the interfaces today if I could. Do you guys have like skype or something where we can chat more in real time or something so you can fill me in the rest of the way?

General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:36:19 PM »
Also heres my thoughts, GM's primary fan base wants allot of things like dynamic file structures and a less clutered view, so this would be the direction I would take any IDE I program for this, because while they are focusing more on glueing together a broken wheel, we'll have a nice clean bottom up design, look, feel, etc. etc.

General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:34:38 PM »
That is beautiful then! So basically all I would need to do is write the different components for the idea and wrap it to the compiler?

General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:32:07 PM »
Why could it not just be as simple as an object oriented GML? I think GML is fine the way it is the mix between basic and c is beautiful because even though I always write in C++ style to look more professional I generally prefer Basic because of it's clean and organized look and feel. And since Enigma retains the ability to use both regular c and gml, doesn't that mean the new crossbread language could support data types, classes, etc., etc. ???

General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:26:33 PM »
I would love to do it, would it really matter what language the IDE was written in, I would prefer using .net and VB as I am most experienced with that and it would provide the most cross compatibility, I do not think Java was a very smart idea for lateralGM. Where is the IRC btw and I already have Enigma set up from some testing I was doing about a month ago.

General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:23:28 PM »
Well still this is where I see you guys falling behind your not even paying attention to there roadmap are you?
FULL script compilation, aiming to provide a 10x speed increase to game code and logic. Cross platform support for Windows, Mac, iOS and Android.
Allowing simple shader creation for current Flexible Vertex Formats (FvF), while also allowing access to vertex and pixel shader constants.

But I think there bluffing about how great there implementations are going to be, and there already losing out big time because of what happened with the DRM software.

General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:12:03 PM »
Ok well here is the biggest set back as I see it right now, is not functionality or anything because I've read through some of the stuff on here I already understand what is kind of going on here, but I think it is, first of all you guys don't even have a section for Work in Progress (wtf is up with that?) but most importantly lateral GM looks like shit, is outdated and just horribly god awful.

Now let's say someone like me who is a so/so experienced C++ programmer and really experience .net framework programmer came along and want to write a basic editor for your, I guess I'll call ENIGMA a wrapper, cause it really is not a GM Augmentation it is kind of it's little thing from what I can see you guys have put extensive work into it. Would you guys officially support my Open Source IDE that is built ontop of your compiler, since I do not even think lateral GM is even being made anymore.

What do you mean my code was hard to, whatever the hell you said, if you ask me I am a pretty optimal, clean, efficient programmer. If you look at any of my source code everything will always follow a logical coherent path, usually some of my source files can be tricky.

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